#version 330
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
in vec3 f_tangent;
in vec3 f_binormal;
in vec3 f_normal;
in vec2 f_uv;

out vec4 fragColor;
void main (){
    //float diffuseIntensity=f_normal*
    fragColor = vec4(f_normal,0.)+vec4(f_uv,0.,0.);
    fragColor = vec4(f_normal,1.);
    fragColor = texture(normalMap, f_uv);
}
